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TeralystSigil Teralyst Sigil 10.00%

Rising from the lakes at sundown and returning to them before dawn these simple-minded monstrosities roam the nighttime plains, howling, searching for a thing they can barely remember: completeness. Wholeness. An intelligence and malevolent purpose which, fate willing, they will never return to again.

The Eidolon Teralyst is a gigantic spectral Sentient Eidolon creature that can be found aimlessly roaming around the Plains of Eidolon at night, acting as one of the Grand Bosses of the landscape. This is the first of the 3 night bosses of Plains of Eidolon, followed by Eidolon Gantulyst and then Eidolon Hydrolyst.

The Eidolons are remnants of a massive Sentient that was defeated in a battle against the Tenno during the Old War, whose remains now wander the plains perpetually searching for their lost components. These fragments are, however, still formidable creatures armed with powerful attacks and near-impenetrable defenses, and are hostile to both Tenno and Grineer alike.

It is important to note players that have not unlocked Transference from The War Within won't have any means to properly fight the Eidolon Teralyst.

Behavior[]

The Teralyst emerges from bodies of water on the Plains at the fall of night accompanied by a column of blue light marking their location. They generally walk in one direction, even if the Tenno are nearby, though their attention can be drawn to specific locations by using Eidolon Lures found throughout the Plains at night.

The Teralyst has many different attacks and several do very high damage, but they are all telegraphed. Once acquainted, it is possible to easily avoid the most damaging attacks.

If the Teralyst is still alive once sunrise hits, it will change course towards the nearest body of water. Upon arriving, it will become invulnerable and disappear in a pillar of blue light as it sinks back in, and all Eidolon Lures will self-destruct. The Teralyst can still be killed en route as long as it has not reached the water.

Damage Resistance[]

Eidolons' shields and health possess DR that scales depending on your weapon's DPS multiplier. Your DPS multiplier is defined as:

( modded fire rate ) ( modded multishot ) {\displaystyle (\text{modded fire rate})\cdot(\text{modded multishot})} {\displaystyle ({\text{modded fire rate}})\cdot ({\text{modded multishot}})}

Reduced Damage = { 0.4 × Final Damage , Final Damage 108 DPS Multiplier 0.02 × Final Damage + 108 DPS Multiplier , Final Damage > 108 DPS Multiplier {\displaystyle { \text{Reduced Damage} = \begin{cases} 0.4 \times \text{Final Damage},\; & \text{Final Damage} \leq \frac{108}{\text{DPS Multiplier}}\\ 0.02 \times \text{Final Damage} + \frac{108}{\text{DPS Multiplier}},\; & \text{Final Damage} > \frac{108}{\text{DPS Multiplier}} \end{cases} }} {\displaystyle {{\text{Reduced Damage}}={\begin{cases}0.4\times {\text{Final Damage}},\;&{\text{Final Damage}}\leq {\frac {108}{\text{DPS Multiplier}}}\\0.02\times {\text{Final Damage}}+{\frac {108}{\text{DPS Multiplier}}},\;&{\text{Final Damage}}>{\frac {108}{\text{DPS Multiplier}}}\end{cases}}}}

Final damage is defined as the damage that would be seen on screen if there was not any damage reduction.

Eidolons possess a body part multiplier of 2x, and a critical damage bonus of 2x which would be factored into the above formula. The Eidolon's head possesses a 3x headshot multiplier and also benefits from the 2x critical damage bonus. However, when damaging the Eidolon's head, AOE weapons will not benefit from the 3x headshot multiplier, providing no bonus damage, and will not benefit from the 2x critical damage bonus. Body hits with AOE weapons will still benefit from the 2x body part multiplier and 2x critical damage bonus.

Strategy[]

General[]

Due to the Teralyst possessing Sentient health type, weapons with DmgRadiationSmall64 Radiation and DmgColdSmall64 Cold are most effective against it, while DmgCorrosiveSmall64 Corrosive is least effective. Mod TT 20px Corrosive Projection is recommended to decrease the Teralyst's armor. Mod TT 20px Shield Disruption has no effect on its shields. Bear in mind that the Teralyst is immune to all Status Effects, except for DmgVoidSmall64 Void.

Weapons with a high damage to ammo ratio are recommended. Snipers and shotguns are ideal for this purpose. Explosives are ineffective on the weak points as they will hit the invulnerable body and deal no damage, unless the projectile can make a direct hit on the weak point and explode there. Shotguns that fire projectiles, such as the ArcaPlasmor Arca Plasmor, can be ineffective, since the weapon's damage will not register if any part of the projectile misses the joint.

The Voidrig Voidrig Necramech is also capable of inflicting massive damage to the Teralyst's vulnerable points via Arquebex Arquebex. Modding for Mod TT 20px Necramech Rage helps keep its NechramechArtillery Guard Mode fueled.

The Itzal Itzal Archwing can be brought for fast traveling across the plains, and its CosmicCrushIcon Cosmic Crush is effective at gathering the Eidolon's loot.

To maintain a reliable source of energy, bring lots of Squad Energy Restores, subsume Dispensary130xWhite Dispensary to spawn a reliable source of energy orbs, and bring an Operator with FocusLensZenurik b Zenurik's FocusEnergizingDash Wellspring. Bringing along an Ancient Healer Specter and equipping ArcaneNullifier Arcane Nullifier can be used to negate the DmgMagneticSmall64 Magnetic status effect.

The Teralyst is immune to all debuffing effects of Warframe powers. Therefore, highly defensive and/or self/squad buffing Warframes such as RhinoIcon272 Rhino's IronSkin130xWhite Iron Skin & Roar130xWhite Roar, TrinityIcon272 Trinity's Blessing130xWhite Blessing, ChromaIcon272 Chroma's Cold ElementalWard130xWhite Elemental Ward and VexArmor130xWhite Vex Armor, VoltIcon272 Volt's ElectricShield130xWhite Electric Shield, or HarrowIcon272 Harrow's Covenant130xWhite Covenant are good choices.

XakuIcon272 Xaku's abilities, despite dealing DmgVoidSmall64 Void damage, have no effect on the Eidolon Teralyst shields.

Some Warframes are well-equipped to fight the Eidolon Teralyst for the utility they bring to the squad:

During any phase of the battle, players can bring Eidolon Lures into the battle and charge them by either letting them absorb three Vomvalysts in their spectral ethereal form, or by picking up the energy orb they drop (indicated by a blue beacon) and passing it onto the Lure. Once they are charged, they will glow blue, their waypoint will change from yellow to blue, and if brought near the Teralyst they will prevent it from teleporting away.

Phase 1[]

The Teralyst possesses a Sentient shield which is invulnerable to all sources of damage, it can only be harmed withDmgVoidSmall64 Void damage which can only be utilized by the Tenno Operator (which is unlocked after finishing the War Within).

If depleted, the Eidolon's joints — Teralyst Synovia — will become vulnerable to all forms of damage, not just DmgVoidSmall64 Void damage, but damage resistances still apply. Note that their shield can still regenerate after a moderate delay if not taking any damage.

If one of their Synovia joints has been destroyed, it will drop an Exceptional Sentient Core. The boss will then retaliate by emitting an Energy Spike — which is a massive DmgMagneticSmall64 Magnetic pulse expanding up to 60 meters away — and then teleport away from the Tenno and recovering 75% of their shield.

Phase 2[]

Once two weak points have been destroyed, it will begin two new attack patterns while modifying the aggressiveness of the Vomvalysts.

Once three Synovia joints have been destroyed, the Teralyst will attack more frequently and aggressively, and Ground Stomp will be followed by a slower damaging blue ring. The Vomvalyst spawn rate will increase notably.

Phase 3[]

Once all four Synovia joints have been destroyed, the Teralyst will drop down and summon a school of Eidolon Vomvalysts in their ethereal form to merge with it. Each Vomvalyst that merges with the Teralyst will heal it. The players should intercept and kill as many as possible. This phase will end automatically after approximately 30 seconds.

Phase 4[]

In this phase, the Teralyst will not regenerate its shields and can be killed entirely. Their attack pattern closely resembles the pattern of the third phase.

Once the Teralyst dies, it will drop to the ground, dropping an Eidolon Shard as well as one of the Mod TT 20px Pummel, Mod TT 20px Full Contact, Mod TT 20px Crash Course, or Mod TT 20px Collision Force mods.

If successfully defeated while tethered by at least two charged Eidolon Lures, the Teralyst will be captured. The lures will self-destruct and yield an additional four Intact Sentient Cores, two Exceptional Sentient Cores, a Flawless Sentient Core, and a Brilliant Eidolon Shard; all of which drop from the lures and not the corpse of the Teralyst. To know that the requirement of capture is fulfilled, listen for Quill Onkko's comment: "Sentient energy contained".

Summary[]

Tips[]

Trivia[]

Bugs[]

Gallery[]

References[]

Patch History[]

Hotfix 37.0.4 (2024-10-10)

Update 36.0 (2024-06-18)

Update 35.5 (2024-03-27)

Hotfix 33.5.1 (2023-06-21)

Hotfix 31.5.4 (2022-05-02)

Hotfix 31.1.1 (2022-02-09)

Update 31.1 (2022-02-09)

Hotfix 31.0.4 (2021-12-21)

Update 30.9 (2021-11-11)

Hotfix 30.5.3 (2021-07-09)

Hotfix 29.10.1 (2021-03-19)

Update 29.8 (2021-02-11)

Update 29.7 (2021-02-01)

Update 29.2 (2020-09-29)

Hotfix 27.3.15 (2020-04-17)

Update 25.8 (2019-10-01)

Hotfix 25.7.6 (2019-09-18)

Hotfix 25.7.3 (2019-09-03)

Hotfix 25.6.3 (2019-08-14)

Update 25.1 (2019-06-05)

Hotfix 23.0.3 (2018-06-19)

Update 23.0 (2018-06-15)

Update 22.17 (2018-03-28)

Hotfix 22.16.4 (2018-03-20)

Update 22.16 (2018-03-15)

Hotfix 22.13.2 (2018-02-16)

Hotfix 22.13.1 (2018-02-15)

Update 22.12 (2018-02-09)

Update 22.10 (2018-01-25)

Hotfix 22.0.3 (2017-10-16)

Update 22.0 (2017-10-12)

Last updated: Hotfix 23.0.3 (2018-06-19)

Media[]

References[]

See also[]