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Hydra is an Enemy in Dragon's Dogma.

Even the bravest Arisen would surely gasp at the sight of the great serpent that is the Hydra. Black scales that cover its body seem to beckon ill luck and a body that stretches well over a hundred feet splits into four horrible heads.


Those four heads each possess a mind of its own and will act independently. A single head alone can be a formidable enemy... one can easily imagine the threat that four can pose when they attack simultaneously.

The Hydra has great size and dreadful strength, but its intelligence matches its reptilian appearance. In the end, its destructive tendencies and various attacks are nothing more than base instinct.

The Hydra possesses a horrifying power that regenerates its heads when they are cut off. Searing the stumps with Fire delays regeneration.  The quickest way to defeat a Hydra is by using a powder barrel; when thrown at the right moment, one of the Hydra's heads will swallow it and then shooting or striking the bulging throat will trigger an explosion. If done correctly, the head that swallowed the barrel will both take massive damage from the explosion and cauterize the wound to prevent regeneration.

By cutting off all four heads of the Hydra before each can regenerate, the Hydra’s body will collapse, becoming immobile and highly vulnerable. During this time, adventurers should take advantage of its collapse as the Hydra will take more damage from any attack on its neck stumps, making it an easy kill. However, it will regenerate at a high speed in this state, so one should inflict as much damage as possible.

The Hydra faced in the Encampment does not die when the Arisen takes its head in the early game; it flees. The Hydra can be fought later during the Post-Game in the Frontier Caverns as part of the quest "A Challenge". After the quest is complete the Frontier Caverns Hydra will respawn after three days like all boss monsters.

Information and StatsEdit

General InfoEdit

Type Monster / Boss
Experience gained 16,000


Health Attack Defence Magick Attack Magick Defence Weight
100,000 2,700 240 1,000 240 48,000 kg

Damage TakenEdit

Slash Bash
110% 50% 60% 30% 30% 60% 10%


Attack Type Description
Charge Phys A powerful charge that knocks foes over.
Neck Smash Phys If a neck, is being climbed, that head will smash itself to the ground.
Head Strike Phys A head smash that stabs the ground.
Tail Whip Phys Spins around and whips enemies with its tail. Has long reach.
Miasma Spit Mag/Status Sprays up to four beams of deadly Miasma that have long range and linger on the ground for a time after being sprayed. Causes Poison. Poisoned prey will not be able to struggle when the Hydra attempts to devour them.
Devour Spec

Attempts to swallow the Arisen or a pawn; players who fail to free themselves (wiggle the L-stick) when swallowed will die if they are not freed before reaching the main body. Pawns swallowed and not freed in time cannot be revived and must be re-hired.

Solo Arisens who fail to free themselves will die instantly and do not get to see themselves sliding down the Hydra's throat.

Solo Arisens poisoned by Miasma Spit will not be able to struggle to free themselves and will be instantly killed by being swallowed.  

Item DropsEdit

Normal Hydra Rate Neck/Head Destroyed Rate With Drake, Wyrm, or Wyvern Tear Rate
Poison Hydra Fang 25% Poison Hydra Fang 25% Wakestone 60%
Black Hydra Scale 49% Black Hydra Scale 7% Wakestone Shard 40%
Hydra Gallstone 10% Hydra Gallstone 3%
Rift Cluster 4% Hydra's Lifeblood 50%

Tactics (Offensive)Edit

  • After cutting off a head, setting the stump on fire will delay the regeneration of the head for the duration of the burn, making it much easier to behead all four.
  • Attacking a dead stump seems to inflict more damage than attacking the other heads. The Arisen can focus on ensuring one head stays dead by continually attacking one stump with a Fire enchanted weapon, and allow the pawns to attack the other heads.
  • After one of the heads initiates a "head butt" strike, it is susceptible to decapitation. Use a fast dash skill like Cutting Wind or Burst Strike to take advantage of this short vulnerability.
    • Alternatively: Wait for the head to use a headbutt-type attack, then grab it. This gives you ample time to decapitate it before being shaken off.
  • All melee vocations: Climb a head and slash away as close to the head as possible to decapitate each individual head.
  • CLIMBING TIPS: If possible, employ the augments Adhesion (for grip), Opportunism (+30% strength) and Arm-Strength (for stamina) with Gloves of Might (more grip and climbing speed) for best results.
  • Assassins: Follow the climbing tips above and employ Dire Gouge instead of Hundred/Thousand kisses.
  • Mages: High Comestion is the most effective spell against a Hydra. Or for fun, cast High/Grand Brontide or High/Grand Fulmination and wait for a head to eat you. This will interrupt the spell and unleash multiple tongues of lightning into the Hydra's mouth. This can effectively cut off the head that swallowed the Arisen. Even if it fails to cut off the head, the Arisen will be regurgitated.
  • Sorcerers: High Seism is one of the fastest ways to kill a Hydra (a single high level Seism can do the job). Find a safe elevated position to cast High Seism one to five times. The ideal casting range for High Seism is facing the Hydra, just outside its head's striking range. High Gicel or High Bolide can both cut off multiple heads. Cast High Fulmination or High Brontide and let the Hydra eat you; when the spell is interrupted, the discharge of Levin when it ends can cut the Hydra's head off and force your Arisen's regurgitation.
  • Mystic Knights: Great Cannon is ineffective, but a combination of Abyssal Anguish, Fire elemental weapons(or any slashing weapon with a fire enchantment applied to it) and climbing the heads is extremely effective. Waiting for a head to strike and then grabbing it is generally better than climbing the neck unless you have all the right augments and gear for climbing. When all four heads are decapitated, rendering it immobile and vulnerable, Stone Forest on the stubs does massive damage to it.

Tactics (Defensive) Edit

  • The primary general defensive strategy in Dragon's Dogma is to first eliminate all lesser, distracting enemies before engaging the biggest threat. From the start, shoot down the flying creatures, sniper the magic users from afar, chase down the wolf packs, etc before tackling the huge behemoths. Pawns generally focus on the largest threat and get picked apart by the support enemies which distract or debilitate them. So even if the Arisen has to run all the way up and down the map to accomplish this objective, KILL THE SUPPORT ENEMIES FIRST, THEN TACKLE THE BIGGEST THREAT LAST.
  • Avoid the tail area. Striking the tail inflicts no damage, but tail whipping can inflict great harm to the Arisen.
  • Using multi-strike attacks (like Great Windmill or Thousand Kisses) on the neck area (while standing on the ground) with a Holy enchanted weapon (like Ascalon or Heaven's Key) will incrementally heal the Arisen.

Notes Edit

Pawn Bestiary Knowledge Edit


Tis' but a flesh wound!

Hydra Specific Techniques

Common tactics

Skill Witness Edit

  • Players are able to throw an explosive barrel in the Hydra's mouth and then shoot the barrel with an arrow. Doing this will blow the head off the neck and grant Bestiary Knowledge on both Hydras and Archydras. If the pawn has this knowledge, in the future he/she will say "shoot the bulge in the neck" if the Hydra swallows an explosive barrel. Knowledgeable pawns will also shoot that bulge, if their vocation permits.
  • To illustrate, after sufficient attacks (lightning is especially useful), a Hydra's head can be stunned, with its head swaying slightly above the ground and its mouth opening for about 15 seconds. During this moment, grab an explosive barrel, walk close to the head, and use the throw command to throw it towards the opened mouth. The head will immediately swallow it, bulging the throat as the barrel moves down slowly along the neck for about 90 seconds. During this time, attacking the bulge with an arrow will explode the barrel, tearing off the head and sealing the wound with flame.
    • The easiest and fastest way is to do it in The Encampment Hydra encountered at the beginning of the game. Be sure to choose a vocation that can shoot arrows (Strider or Ranger).
    • When the Arisen reaches The Encampment, remove weapons from Pawns (or release them in the Rift Stone) so they are less likely to decapitate one of the four heads and complete the quest. DO NOT ATTACK THE HYDRA ! Once enough time has passed-- the Hydra will eventually coil itself in front of the northern gate for Mercedes to notice-- a quick cutscene will start where Mercedes throws an explosive barrel to the Arisen who will automatically toss it towards the Hydra. After the cutscene, the Arisen must shoot the barrel in the Hydra's neck.
    • Beware that the game will auto-save after a head is cut off and the cutscene finishes with Mercedes praising the Arisen and suggests taking the Hydra head to the Duke. So if a head is accidentally cut off (a Level 200 pawn can climb and punch off a head barehanded), exit and reload the game BEFORE the cutscene completes, as the auto-save is a "hard" checkpoint save and not a regular savegame.
    • Witnessing this at least 2 to 3 times is required, however this event can be repeated quickly by difficulty switching, (selecting Hard Mode will only restart the player's progress, not the save file itself). This is repetitious, but Mercedes' assistance in the cutscene is much easier than throwing the barrels manually when fighting the Hydra or Archydra in the Post-Game.
    • When shooting the neck, be sure to use the Come! command (Down on the D-pad), to ensure pawns are close enough to witness the event and gain bestiary knowledge.
  • In addition to witnessing these techniques, it is necessary for the Pawn to participate in killing at least 7 Hydras for the 3rd Star on Bestiary Knowledge. However, the common strategies and skill witnessing can be done on both Hydras and Archydras.

Videos Edit

Hydra slain, Arisen undamaged. No buffs, curatives or Wakestones. Hard mode02:57

Hydra slain, Arisen undamaged. No buffs, curatives or Wakestones. Hard mode. 2 Masterful Kill counters (D)


  • Once the head is severed, holding true to typical Greek myths, the Hydra's heads can in fact respawn. To delay the rate at which it regrows its heads, fire magic can be used on the stumps. This is also reminiscent of Greek mythology in that fire was said to stunt the regrowth of its heads. Luckily, the Hydra in Dragon's Dogma does not grow multiple heads once one is severed, as stated in some tales.
  • It takes 1 minute and 40 seconds for the Hydra to slide a swallowed Arisen or pawn from mouth to main body. Also, the swallowed Arisen or pawn will go through five stages before he or she reaches the Hydra's main body.
  • It is worth noting that the Hydra encounter in the Encampment will attempt to swallow the soldiers there, who will not be able to free themselves like an Arisen or pawn. The swallowed soldier will quickly slide down the Hydra's throat. The Hydra in the Frontier Caverns will also attempt to swallow the Goblins there. Unlike the soldiers in the Encampment, the Goblins have the chance to free themselves, but they will always fail. The swallowed Goblin will disappear immediately after the Hydra swallows it instead of sliding through its throat.
  • After losing half of its health, the Hydra will have a bloody appearance.


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