Elden Ring DLC’s most notorious boss is based on a Dark Souls 2 monster

Discover how FromSoftware recycles boss animations across games and learn strategies to conquer reused movesets.

The Discovery: Radahn’s Familiar Moves

Elden Ring enthusiasts have uncovered a fascinating development detail: the final boss of the Shadow of the Erdtree expansion utilizes combat animations originally created for Dark Souls 2.

Promised Consort Radahn, the climactic adversary challenging players in Elden Ring’s DLC, shares his fundamental movement library with Headless Vengarl from the 2014 title Dark Souls 2. This revelation emerged through detailed frame-by-frame comparisons shared within the Elden Ring community. Important note: This analysis contains spoilers for Shadow of the Erdtree’s conclusion.

The gaming community’s response has been remarkably nuanced. “After struggling against Radahn for hours, watching Vengarl’s slow-motion version feels surreal,” commented one veteran player. Another added, “The familiarity finally explains my initial discomfort with Radahn’s fight—my muscle memory recognized patterns I’d mastered years ago.”

FromSoftware’s Development Philosophy

FromSoftware’s approach to enemy design represents a calculated balance between innovation and efficiency. With Elden Ring featuring hundreds of unique enemies, developers strategically repurpose proven animation sets from their extensive library. This practice isn’t new—the Omenkiller enemy previously incorporated movements from Dark Souls’ Capra Demon.

Community discourse reveals sophisticated understanding of animation constraints. “Realistically, dual-wielding gigantic scimitars offers limited attack variations,” noted one technical analyst. “The basic motions—single swings, alternating strikes, simultaneous slashes—form a natural limitation that creative tuning must overcome.”

This design philosophy represents both strength and limitation. “Animation recycling has consistently been FromSoftware’s most criticized practice,” observed a long-time series follower. “Each title contains bosses sharing identical move sets, with Elden Ring expanding this through elemental infusions and combination attacks rather than completely original animations.”

Practical Combat Implications

The comparison between Promised Consort Radahn and Headless Vengarl demonstrates how FromSoftware revitalizes familiar animations through aggressive tuning. Radahn’s enhanced speed, immediate responsiveness, and extended attack range transform what was once a manageable foe into a relentless threat.

Common Strategic Mistakes Against Recycled Bosses

Players familiar with the original animations often make these critical errors:

1. Overconfidence in pattern recognition: Assuming identical timing between games leads to mistimed dodges

2. Underestimating combo extensions: Recycled animations often chain into new, unexpected follow-ups

3. Ignoring environmental factors: Boss arenas significantly impact how familiar movesets function

While surprising that Elden Ring’s DLC finale doesn’t feature completely original animations, practical constraints exist. Dual-sword combat offers finite motion possibilities. Additionally, Radahn’s complete moveset incorporates unique elements beyond sword swings, particularly during the second phase with Miquella’s involvement. Regardless of originality, victory remains exceptionally challenging.

Advanced Player Optimization

Frame Data Advantage

Experienced Souls players can leverage this knowledge:

Recovery Frame Identification: Recycled animations often share identical recovery periods—learn these for safe punish windows

Combo Initiation Recognition: The startup frames of familiar attacks are more easily identified, allowing earlier reactions

Hitbox Consistency: While speed changes, attack hitboxes often remain similar, improving spatial awareness

Advanced Combat Techniques

1. Animation Queuing Prediction: Certain recycled moves predictably chain into specific new attacks—memorize these sequences

2. Positional Baiting: Force bosses into using their recycled moveset components by maintaining specific distances

3. Resource Management: Conserve stamina/damage for phases featuring completely original animations

Understanding FromSoftware’s development approach transforms frustration into strategic advantage. What appears as asset reuse represents careful redesign where timing, speed, and context create fresh challenges from familiar foundations.

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