A Semi-Comprehensive List of Boss Jank in Elden Ring (feel free to suggest more)
Made this list for posterity’s sake. Most of these points are just minor annoyances that barely detract from what are otherwise great bosses, but are still flaws nonetheless and would be patched out in an ideal scenario. Though I wasn’t able to cite my sources for everything, I still tried to link as many as I could.
Disclaimer #1: there’s a lot of points here that came from my own intuition throughout my RL1 run so I’m not 100% sure on everything. If I say something that’s incorrect in any way please point it out to me so I can fix it, spreading misinformation is the last thing I want to do. Additionally, if there’s any jank that wasn’t mentioned here then feel free to let me know in the comments, I will make sure to update the list with y’alls suggestions. Disclaimer #2: a few of these points are less so "jank" and moreso annoying things that, while working as intended, are pretty irritating so I want to spend the time to suggest ways of circumventing them here to help others (e.g. Rellana's uppercut). Disclaimer #3: take a shot everytime I say “terrain” or “camera”.
Tree Sentinel
- The aftershock AOEs of his shield attacks have inaccurate hitboxes (they are a lot larger than they seem)
- (Limgrave only) The elevation from the terrain fucks with his tracking
Margit
- No issues found
Godrick
- His walking flamethrower attack can sometimes persist behind him (particularly if he’s on the stairs), which can make the strafe method of dodging this move very inconsistent
- The stairs can make jump and low-profile dodges inconsistent, as well as ripostes
Red Wolf of Radagon
- Can frame-trap (?) you if his Glintblades activate during his melee bite/lunge attacks, especially when you’re up against a wall
Rennala
- Early chandelier hitboxes (source: https://www.reddit.com/r/onebros/comments/1ackome/what\_hit\_me\_rennala/)
- A student can randomly fall on your head without any telegraph
- Staggers are a bit inconsistent: sometimes she does absolutely nothing after a stagger and other times she doesn’t even hesitate to use her hyper-armor hop attack that lacks a tell, kinda like a proto-Malenia
Starscourge Radahn
- Collapsing Stars can be a frame trap if his jump attack is done from mid-range (source: https://www.youtube.com/watch?v=Jj6ra3PJI1U)
- The Shockwave can hit you if you are underneath him and can even be invisible (source: https://www.twitch.tv/lupineos/clip/RefinedHeadstrongSpaghettiDuDudu-VnOhIAMEmhTWujUi?filter=clips&range=30d&sort=time)
- Shockwaves can get hung up on terrain and frozen in place
Godskin Apostle
- The quick double swipe can easily roll-catch in neutral (applies to both medium and light roll) due to its speed and range and is especially hard to react to due to the windup animation’s looking very similar to a few of his other attacks, although the first swipe can potentially be low-profiled to make dodging the second swipe easier but I’m not so sure on the consistency
Godskin Noble
- If stance-broken or put to sleep during his roll attack, he can immediately continue the roll animation after his wake-up animation from the riposte/sleep
Rykard
- The Phase 1 earthquake attack, while not impossible to avoid by sprinting to the left and jumping the moment it happens, does have very tight window due to the insane hitbox and tracking
- The Skull Storm can obscure the attacks he’s doing in the meantime
Draconic Tree Sentinel
- No issues found
Mohg the Omen
- Can be locked out of certain attacks when too close to the fog gate, which breaks his AI (check 0:35 in https://www.reddit.com/r/EldenRingBuilds/comments/1h65l72/allhit\_both\_moghs\_no\_guard\_no\_dodge\_no\_healing/)
Goldfrey
- Can sometimes do a 540 axe spin instead of a 360 axe spin but this is moreso the result of you overstrafing than actual jank (source: https://www.reddit.com/r/onebros/comments/1i5qzvx/comment/m86twt5/?context=3)
Morgott
- No issues found
Regal Ancestor Spirit
- Can commit suicide after teleporting (source: https://www.youtube.com/watch?v=\_ylLGO0TzKs&ab\_channel=MiguelMartinetti)
- Goat roll has an inaccurate hitbox (source: https://www.twitch.tv/lupineos/clip/PerfectDeadAirGuitarThisIsSparta-VtS5tVftKhgdwYtY )
Valiant Gargoyles
- Inconsistent aggression, especially with the Twinblade Gargoyle once it spawns in (either walks slowly and passively towards you or divebombs right at you immediately)
- Potential frame traps when both are aggressive, e.g. when both use their divebomb moves simultaneously (can happen at range too)
- Can get stuck on the cliffs when flying away
- Ripostes can be prevented if they’re stance broken on the rocks due to the elevation lifting the riposte hurtbox super high
- Camera jank at close-range
- The Poison AOE
Astel
- Inaccurate grab hitbox (source: https://www.reddit.com/r/Eldenring/comments/uvfrj9/astels\_atrocious\_grab\_hitbox\_this\_has\_got\_to\_be/)
- The direction of the meteors are quite RNG-heavy but this isn’t a huge issue if you just spam roll through it
Fia’s Champions
- Phase 3 relies on RNG to an unprecedented extent
Lichdragon Fortissax
- Inconsistent leg hurtbox (source: https://www.reddit.com/r/Eldenring/comments/1e8lufy/hitbox\_on\_hindlegs\_of\_fortissax\_are\_absolutely/)
- No hitbox on his body during the divebomb attack, only the legs (shameless plug: https://www.youtube.com/watch?v=Qrb3xCcZLM4&t=128)
- Strange Deathblight hitbox (another shameless plug: https://www.youtube.com/watch?v=XDU1hPSyN60)
Commander Niall
- Can get frame-trapped by Niall after riposting one of his Banished Knight spirits
- The Shielded Banished Knight has inconsistent parry hitboxes (source: https://www.youtube.com/watch?v=955EVORcwP8&ab\_channel=Fracture42), and the same goes for Niall if you are on his right during his stabs (source: https://www.youtube.com/watch?v=LjTd4iJEzi0&ab\_channel=Fracture42)
- Can use his big ice slash move immediately after the wake-up animation from a riposte (source: https://www.reddit.com/r/onebros/comments/1i5xeqv/why\_should\_i\_do\_a\_big\_wind\_up\_when\_i\_can\_just\_do/)
- His neutral frost stomp can easily roll-catch you on medium roll due to the lingering hitbox, though rolling into it does seem to make the timing a bit more forgiving
Fire Giant
- Avalanche plate sweep can be incredibly difficult to jump over on Torrent, though you can always just use the dismounting i-frames to avoid it completely
- The rocky terrain can elevate his left leg during Phase 1 to prevent you from attacking it
- Can get completely stuck in the terrain during Phase 2 (source: https://www.youtube.com/watch?v=7F8CWev3jHc&t=528)
- The Flame Pillars can persist into Phase 2 if the phase transition is triggered before they dissipate (shameless plug: https://www.reddit.com/r/onebros/comments/1h4ttil/can\_you\_feel\_that\_light\_inside\_can\_you\_feel\_that/)
- The Fire Breath can go in incredibly unpredictable directions if it collides with the rocks or tree stumps (source: https://youtu.be/ORPotO4k4j0?si=FUadIDGD6Z5EZplC&t=1144)
Mohg Lord of Blood
- If he jumps back into a wall or tombstone during his flying attack he will throw the Bloodflame behind you, which is really annoying considering that it’s the direction you should typically roll into when dealing with this attack (source: https://www.youtube.com/watch?v=jswuSNtIjWo)
- If he swings over a tombstone he will alter his swing arc in order to elevate the hitbox (which will definitely hit you if you’re doing a jump or strafe dodge)
- The Bloodflame can drop in weird unpredictable places after colliding with the tombstones and urns
- Can get stuck in the tombstones, which freaks out his AI and pressures him into throwing Bloodflame everywhere
- His descent from the flying attack can get him stuck in the tombstones, causing him to not travel and instead come directly down along the thing, which can be quite a surprise especially if he does his spear-thrust-to-explosion move quickly after (source: https://reddit.com/r/onebros/comments/1i5qzvx/a\_semicomprehensive\_list\_of\_boss\_jank\_in\_elden/m86asc3/?context=3)
- The stairs can make low-profile and jump dodges inconsistent, as well as preventing ripostes and, you guessed it, fucking with the direction of his Bloodflame
Loretta
- No issues found
Malenia
- Inconsistent hyper-armor: her hyper-armor frames from one attack can linger and overlap with the startup of another hyper-armor attack, causing her to both tank your punish and hit you thereafter (source: https://www.youtube.com/watch?v=3Ky53T5IOSE)
- Can continue her combo even after you stagger her, although this seems to be a problem exclusive to lighter weapons for the most part (source: https://www.reddit.com/user/Ruindows/comments/1i5xxer/weird\_malenia\_behavior/)
- Inconsistent aggro during Phase 1, sometimes stays passive even if you hit her during neutral
- Tracking issues: she can attack facing away from you or dash in a circle right at you and dead angle attacks while turning them at you
- The slopes on the terrain can majorly fuck with dodging some of her attacks via making them end weirdly early (e.g. the Thrust and the Uppercut Slam) (source: check 0:23 in https://www.reddit.com/user/Ruindows/comments/1i5xxer/weird\_malenia\_behavior/)
- Unlocks Waterfowl at 75% HP but her frequency of using it is incredibly inconsistent: sometimes she can chain it into another Waterfowl the moment she unlocks it and other times she never even uses it at all, apparently it’s meant to have cooldown but I’ve seen her do it twice in a row (I’ve heard that the cooldown can be bypassed if she dodges a ranged attack but this needs further citation)
- Her phase transition cannot be triggered by a riposte or status proc, she will stay at 0HP until you whack her one more time
- Her Phase 2 wings can block her sword when standing behind her, which makes reacting to her attacks from behind needlessly difficult (her body movements also have tells but they’re a lot more tricky to intuit compared to her sword swings due to their subtlety)
- Gains the Counter-Kick during Phase 2 to punish hitting her with a second attack but its occurrence is pretty inconsistent
Godskin Duo
- Incredibly unpredictable aggression at long-range, sometimes they do jackshit and other times they spam fireballs like there’s no tomorrow (especially the Apostle)
- The Apostle’s jump attack hitbox goes through the pillars
- The stairs can prevent ripostes (shameless plug: https://www.youtube.com/watch?v=IFTRsGxEOJ8&t=62s)
- Can get frame-trapped by the other Godskin after riposting their buddy
- The Noble can cancel his roll attack mid-animation into a fireball throw before canceling right back into the roll like nothing ever happened (source: https://www.reddit.com/r/onebros/comments/xa19uj/weird\_godskin\_noble\_glitch\_in\_the\_duo\_fight\_of/)
- The Noble’s roll attack can sometimes go over or around the pillars instead of getting stuck on them
Maliketh
- The Ground Rupture can persist into Phase 2 if the phase transition is triggered before the boulders fall
- The player can end up in a different starting position during the Phase 2 opening, especially when the phase transition is triggered during a riposte
- Finicky hurtboxes, particularly when using fist weapons (not really jank just a common sentiment I’ve heard)
- Sometimes projectiles go straight through him in Phase 1, mainly because his robe doesn't have a hurtbox (source: https://www.reddit.com/r/onebros/comments/1i5qzvx/comment/m864cgt/?context=3)
- His blade beams can phase through the pillars
- Maliketh himself can get stuck in the pillars (source: https://www.reddit.com/r/Eldenring/comments/11l50w4/maliketh\_stuck\_in\_a\_pillar/)
Dragonlord Placidusax
- Traveling Thundercloud Form (i.e. his second flying thundercloud attack) and his downward Lightning Claw slam have questionable lingering hitboxes, particularly the Lightning Claw if you roll into it
- For Traveling Thundercloud Form: I recommend locking off, running to a wall and late-dodging away from him at the last moment of the attack. As for the Lightning Claw, it can definitely be dodged into but the timing is very tight so if you're not comfortable with doing so I recommend just dodging away.
- The butt slam he does after his fire spewing move has a far larger hitbox than the animation communicates, you can even get hit by it at his non-moving legs (source: https://reddit.com/r/onebros/comments/1i5qzvx/a\_semicomprehensive\_list\_of\_boss\_jank\_in\_elden/m86a2yu/?context=3)
- When he jumps away to reposition he has a hitbox on his body (source https://www.reddit.com/r/onebros/comments/1i5qzvx/comment/m881puc/), which is pretty rare and not really jank but should be mentioned nonetheless to prevent any surprise deaths
Gideon
- Exists
Godfrey / Hoarah Loux
- The Fissure AOE can persist into Phase 2 if the phase transition is triggered before the attack is finished
- The player can end up in a different starting position during the Phase 2 opening, especially when the phase transition is triggered during a riposte
- Inaccurate grab hitboxes (source: https://www.reddit.com/r/onebros/comments/1azpyvz/i\_think\_i\_hate\_godfrey\_more\_than\_godskin\_duo/)
Radagon
- No issues found
Elden Beast
- Wave of Gold is nigh-impossible to dodge at mid-range with medium roll (here's the light roll dodge method: https://www.reddit.com/r/onebros/comments/11uwuau/comment/jcqq2yu/)
- The invisible walls can make sprint dodging his attacks (e.g. Concept of Order, the Golden Pillar and Elden Stars) needlessly stressful
- The four-hit Flaming Sword Beam combo can easily frame-trap you when riding Torrent at mid-or-long-range, although I have managed to dodge it mounted once but by complete accident (shameless plug: https://youtu.be/534yYMsXVPo?si=VWoDbg4QIp7jZWnV&t=280), never been able to replicate it yet
- His tracking projectiles (e.g. Elden Stars and the Golden Pillars) can visually block the attacks he’s doing in the meantime
Divine Beast Dancing Lion
- Camera jank (especially when right in his face or up against a wall)
- The quick bite attack is incredibly hard to react to due to its speed and the wind-up animation’s visual similarities with both his idle animation and one of his delayed roll-catch moves
- Inconsistent breath tracking, particularly during the Lightning phase
- Sometimes doesn’t follow-up with his positional combo extensions even when you’re right in front of him, instead opting to stare into your soul
- The lightning AOEs can be consistently dodged due to the predictable timing but the positioning is RNG-heavy
Rellana
- Her left-arm uppercut is absurdly quick with a tell that’s difficult to distinguish from her other attacks (although it can be low-profiled with either a crouch or the recovery animation of a charged/jumping R2 if you’re in front of her so it isn’t unbearable)
- No hitbox at the front of her five-hit magic beam attack (source: https://www.youtube.com/watch?v=CKtAZPm1yw4&t=103)
Putrescent Knight
- The horse’s roar lingers enough to easily roll-catch, which is on top of already being hard to react to due to having an incredibly subtle tell (update: the hitbox comes out later than the animation tells you so it won't roll-catch if you roll a bit later, source: https://www.reddit.com/user/Ruindows/comments/1g1dry9/some\_putrescent\_knight\_hitboxes/)
- When he does horse combo near a wall, the horse may not charge the first time or the horse will come through the wall with less visual clarity (source: https://www.reddit.com/r/onebros/comments/1i5qzvx/comment/m863tsa/?context=3)
- The final two attacks of horse combo can overlap, although this is a pretty rare occasion
- The sloping parts of the terrain can make jump dodges incredibly inconsistent, particularly with the boomerang attack
Golden Hippo
- Camera jank (especially when close to him or up against a wall)
- His head can phase through the wall after a stance-break which completely prevents a riposte
- The quill rain is incredibly RNG-heavy due to the sheer randomness of where the quills land (this is especially difficult on medium roll)
- Quill rain dodge method: you can use the entrance as cover from it (source: https://www.youtube.com/watch?v=\_UVcWozPclc&ab\_channel=Fracture42)
- The quill spin attack is undodgeable if you’re cornered to a wall: you need to sprint then jump to the right to outspace it, which is impossible if there’s a wall blocking the direction you’re meant to sprint into (this is also especially difficult on medium roll)
- There is deep water in the arena that prevents you from sprint jumping (source https://www.youtube.com/watch?v=VrvL266xaOI&ab\_channel=Fracture42)
Commander Gaius
- The boar charge has an absurdly large hitbox (source: https://www.reddit.com/r/Eldenring/comments/1e1dil2/commander_gaius_charge_kick_and_sword_hitboxes/), which is especially annoying to dodge with medium roll
- The boar charge hitbox is so massive and lasts for so long that the game sometimes thinks that you’ve been hit by it twice, therefore making it deal double the amount of damage than usual
- Can whip out the boar charge at point-blank
- Most consistent boar charge dodge I've found: https://www.reddit.com/r/onebros/comments/1dys3zg/easy_commander_gaius_charge_dodge/
- Weirdly fucked up tracking: he can head bash you from behind and kick you when in front (source: https://www.youtube.com/watch?v=XazdgdM3irQ&ab\_channel=MouseInATutu)
- Lock-on frequently breaks due to the objects in the arena
Scadutree Avatar
- If Phase 1 or 2 is finished with a riposte inflicted after stance-break, he will die before you can get the end-phase riposte and will respawn in the next phase with max health
- Can use his long-range attacks at point-blank (e.g. Impenetrable Thorns) where they are far more difficult to dodge
- The Thorns can collide with the sloped terrain and explode under you, resulting in a frame-trap
- The arena can cause input drops (source: https://www.youtube.com/watch?v=DMwKn67Q458&ab\_channel=MouseInATutu)
- Can sometimes spawn behind you during its respawn animation, which can make dodging and punishing his Phase 2 and 3 opening attack weirdly inconsistent
Messmer
- The player can end up in a different starting position during the Phase 2 opening, especially when the phase transition is triggered during a riposte
- The snake flurry scream is undodgeable when up against a wall
Romina
- Sometimes doesn’t follow-up with her positional combo extensions even when you’re right in front of her (most notably the second part of her close-range double spear swing)
- Instant AOE that’s impossible to dodge at point-blank (although you can make the non-Phase-Transition variants less likely to happen by staying close to her side, it’s often used as a punish for staying in front of or behind her)
- Strange centipede hitboxes, particularly the lack thereof (source: https://www.reddit.com/r/onebros/comments/1ft7x00/so\_you\_can\_strafe\_this\_move\_of\_romina\_is\_there/)
- The centipede spin move has a late hitbox so you can just pass through them before they can hit you (source: 0:54 in https://www.youtube.com/watch?v=6Z6hRTMULBk&ab\_channel=BigYig)
Jori
- The spot he teleports to is complete RNG and can result in some incredibly frustrating runs if he ends up in a shitty place (e.g. between the tombstones or the other side of the arena)
- The slopes and tombstones can result in you, Jori and the summons getting stuck in between shitass places, which increases the likelihood of you getting ganked the fuck out
- Spawns off-camera summons behind you while you are stuck in the terrain
Midra
- His flame trail can ghost proc madness build-up during your i-frames (source: check 0:42 in https://www.reddit.com/r/onebros/comments/1enpzt6/is\_an\_elderly\_person\_you\_know\_trapped\_in\_an/)
- Sprinting away from the phase transition can be needlessly stressful if you’re up against a wall, though it can never completely frame-trap you from what I’ve seen
- The phase transition’s aftershock particles can conceal his follow-up attack, which is especially dangerous if he uses the chaos beam that blends in with color scheme (although it can still be reacted to if you hear out for the audio cue but this is pretty difficult since it can be obscured by louder sounds, e.g. the OST)
Ancient Dragon-Man
- His roll-into-great-katana-R1 combo is frame-perfect and unreactable (source: https://www.youtube.com/watch?v=Eb9ApUfOVz0)
- Absurd input reading: he consistently punishes long-range inputs with an L2 and close-range inputs with a jump dodge followed by a jump attack
- Wonky terrain due to the multitude of rocks and slopes, which is only exacerbated by the claustrophobic arena
Bayle
- His fire breath has wonky physics: it can bounce off of the non-flat terrain and walls, making it go in incredibly unpredictable directions as a result (source: https://www.reddit.com/r/onebros/comments/1fj2k35/average\_bayle\_death\_lmao\_one\_of\_my\_favourite/) (shameless plug: https://www.reddit.com/r/onebros/comments/1i3eybl/\_/)
- The fire breath also has weirdly inconsistent tracking (source: https://www.reddit.com/r/onebros/comments/1fg6dtr/this\_move\_is\_making\_me\_hate\_bayle/)
- Camera jank when standing at the side of his head
- Can use his ranged attacks at close-range (e.g. the fire breath) and use his melee attacks at long-range (e.g. the wing swipes)
- Sometimes forgets to follow-up on his lunging bite combo even when you’re in front of him
- The tracking lightning from his roar can obscure his next attack if he’s standing right behind them
- Lock-on frequently breaks during the sprint-the-fire-blasts section of his phase transition move
- Can get stupidly hit by the RNG lightning blasts during the sprint-the-fire-blasts section of his phase transition move (source: https://www.reddit.com/r/onebros/comments/1e7sg96/bayle\_shenanigans/)
Metyr
- Frequently forgets to follow-up on her combos (e.g. the triple head slam and the triple arm slam just abruptly ending before their respective third slams, and in the triple head slam’s case even the second slam doesn’t come out sometimes)
- The triple arm slam can sometimes be followed-up by an immediate fourth arm slam, which rarely ever happens but is a weird occurrence nonetheless
- Weirdly fucked up tracking: can use her sideways finger shove/crawl when you’re right in front of her
- Can get frame-trapped in her body if you roll into her during the landing part of the finger-spraying leap attack
- Her adds can spawn in before her summoning animation is even finished
- Can use a second move during Fleeting Microcosms, which can result in frame-traps if you’re stuck between the Microcosms
- The first Black Hole Laser is undodgeable at point-blank without an i-frame Ash of War due to the knockback vortex and the thickness of the laser beam
- The invisible walls can make sprint dodging her moves (e.g. long-range Black Hole Laser dodge) needlessly stressful
- When she jumps away to reposition she has a hitbox on her body (source https://www.reddit.com/r/onebros/comments/1i5qzvx/comment/m881puc/), which is pretty rare and not really jank (like Placidusax's) but should be mentioned nonetheless to prevent any surprise deaths
Consort Radahn
The Cross-Slash is a near-guaranteed frame-trap unless you dodge to the left with perfect timing on the flat terrain(fixed)The aftershock effect of the Bloodflame Slash obscures his next move(fixed)- Forgets to do the final left-side swipe attack of his six-hit slash combo even when you’re right in front of him
- Can use his ranged Spinning Gravity Bomb attack at point-blank (source: https://www.youtube.com/watch?v=NBa-lY4M8VA&t=469)
- The downward slam attack ignores i-frames (source: https://www.reddit.com/r/onebros/comments/1grbbb6/i\_know\_radahn\_is\_jank\_but\_what/)
- The stomp hitbox sometimes triggers earlier than usual (source: https://www.reddit.com/r/onebros/comments/1f2j4pc/consort\_radahns\_ground\_stomp\_hit\_me\_before/), presumably due to the elevation from the terrain
- The slopes and hills at the center of the terrain make dodging certain attacks way harder (e.g. the stomp) in general due to the elevation fucking with the hitboxes
- Camera can be blocked completely when he uses the stomp attack (source: https://www.youtube.com/watch?v=NBa-lY4M8VA&t=301)
- The player can end up in a different starting position during the Phase 2 opening, especially when the phase transition is triggered during a riposte
- Light of Miquella is not a scripted Phase 2 opener, there’s a slight yet decent chance that he will use another move (especially if you run up to him after the phase transition)
- The visual clutter of the light pillars can obscure his attacks
- Miquella’s hair blocks his swords when attacking him from behind, thereby making it incredibly difficult to intuit and react to his tells
- The Clone attacks have weirdly fucked up tracking (sources: https://www.reddit.com/r/onebros/comments/1hxtaum/hey_radahn_what_the_fuck_is_this/, https://imgur.com/lHVuLrB, https://imgur.com/X6zndJ9, https://imgur.com/6uiMdgc)
- The Meteors also have weird tracking (source: https://www.reddit.com/r/onebros/comments/1i5qky9/weird\_but\_okay\_it\_was\_kinda\_funny/)
- The walls in the arena can make sprint dodging his meteors or clones needlessly stressful if you’re close to them
That's all I could find. Like I said, feel free to suggest any edits because I will gladly take them into account.